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3 second chances in a matter of 10-15 seconds.
Outplayed a survivor at shack with the pallet still up with GF. There buddy comes and picks them up with for the people. Smack survivor that got up soul guard endurance status effect. Outplay same survivor again at the shack dead hards to the God pallet.
This game sometimes feels like the most unrewarding trash ever. Nothing feels worse then outplaying your opponent more then once and still losing and then on top of it getting BM because they brought perks.
I'm sure the devs intended stuff like that to happen. Total nonsense. Playing a weak m1 killer and outplayomg them on the strongest tile in the game twice and getting jack for it.
Comments
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Well according to a number of players something something nurse exists so having a half dozen second chances against every single killer is okay.
Let's just hope that this changes with the mass perk rework.
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I can't believe you just complained about For The People.
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The way it was used in this particular match was complete BS.
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I don't think it's For the People by itself. As a perk itself, it's not bad and isn't crazy strong, it's fine. The problem, and their main point, is the amount of second chance perk stacking that can be done. You can stack 5-6+ seconds chance perks in the span of 45-60 seconds and do it quite often. It sucks and it's unfun to have played well, better in fact then your opposition, and not only do you not get a reward for it, you actually get punished for it and could actually lose the match because of it. Not their skills, but of poorly balanced perks and game mechanics.
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Thank you.
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Yeah, dude, it actually had a concrete use case. And it still would've been completely useless if you went for the now-injured survivor with no protection
I've seen No Mither get used in dumb anti-slugging builds with flashlights to great effect, it's still a bad perk.
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Oh really how exactly am I supposed to go for the now injured survivor when both of them have Dead Hard and it's in the shack with the pallet up. Also I didn't know the survivor had soul guard until I hit her. There's no counter whatsoever to that crap. I simply cannot get them no matter what I do.
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Well luckily for you, you won't have to be worrying about much second chance stacking (or more urgently,t͖͖̠̬͛h̨͚͚͖ͯ̒̄͗͞ḛ̡̰̳͓̥ͬ͋ͪͧ v̹̹̘̼̞̻͆ͩ̓ͪ͢ḛ̡̰̳͓̥ͬ͋ͪͧṛ̣̬̫̍͌ͩ͟b͔͔̳͈̊̆ͥ͂͜͝o͙͙̙̘̙ͤͫ͞t͖͖̠̬͛ḛ̡̰̳͓̥ͬ͋ͪͧn̫̫̘̗͕̲̲̎ͥ p͔͔͚͉̬̋ͩ̾͗ḛ̡̰̳͓̥ͬ͋ͪͧṛ̣̬̫̍͌ͩ͟k̼̼̞̦̞̼̔) before too long, by all likelihood.
But Soul Guard and For the People is an actually kind of cool example of cross team perk synergy that requires teamwork and coordination to pull off, I'd really rather it stays.
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I thought people wanted more variety with perks. Well there you got four the people and soul guard. Dead hard in top of that is pretty bs tho
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That perk combo you have to bring on purpose to do exactly that. Because it's hardly good for anything else.
As for the outplay with shack pallet down with an m1 killer, possible but unlikey. Don't get this wrong, but they where just messing with you. People do go down on purpose with those builds to get your attention. The fact that you thought not breaking shack with GF is also, well, more telling.
Lastly, ever since the first iterations of DS were changed, the term second chance has just become buzzwords to shame survivors into not using whatever you don't like'em to use. The fact that you went so far to include For the People and Soul Guard into that category is a case in point.
But that's ok, every player in every game does this with their opposition. Survivors do shame killers as well for their loadouts.
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"It sucks and it's unfun to have played well, better in fact then your opposition"
The issue is that you did not, in fact, play better than your opposition.
Ghostface is an M1 killer. Which means you were on top of the downed survivor. Somehow, the other survivor managed to get in without getting hit themselves, use FTP, and get out without getting hit as well. Either they timed it perfectly and got them up during the swing cooldown, or they had a stand-off with the GF which they somehow won. Either way, the OP got outplayed outside of perk usage.
FTP is the perk in the game with the absolute highest skill ceiling. You didn't get 'second chanced', you just got outplayed.
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See what frustrates me is, there are a great many survivor perks that are awesome, well designed and strong. But they require strategy, skilled play and knowledge of the game.
Meanwhile, several other perks just amount to invincibility perks. And maybe one of them would be ok, but when you stack them, they multiply each other.
So none of those good strategic perks I mentioned get used, because strong strategy perks won't ever be as good as actual invincibility. So survivors run an invincible meta, and act like it makes them hot ######### to just tank hits with borrowed time active, then press X to "dodge" straight into an attack while unable to take damage anyway. And 4 of them can do this all at once.
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They used FTP while I was in my attack cooldown, that's not getting outplayed. The game wouldn't allow me to react in time to stop it. Only way I could have avoided that was to have 8 stacks of STBFL.
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That means they timed it -perfectly-. You got outplayed.
Unless they were both running together without bumping into each other, in which case they played -that- perfectly.
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Being injured is the activation requirement. The other exhaustion perks can be used as healthy. There is a lot of risk in trying to dodge an attack when you are essentially 1-shot.
A second chance perk is NOED. Survivors don't have second chance perks.
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It is only invincible for a very short duration and only once during a chase. As long as there is so many exposed perks in the game, I think perks like dead hard is reasonable.
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I think I've had a team successfully use soul guard / for the people against me once. The same team then threw the game trying to replicate it. So it's not high up on my list of greviances
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